#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoords;
layout(location = 3) in mat4 instanceMat;
layout(location = 7) in mat4 fixMat;

out vec3 vFragPos;
out vec3 vNormal;
out vec2 vTexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * instanceMat * vec4(aPos, 1.0);

    // 对物体坐标使用模型矩阵，注意修正法向，避免模型不等比缩放产生的问题
    vFragPos = vec3(instanceMat * vec4(aPos, 1.0));
    vNormal = normalize(mat3(fixMat) * aNormal);
    vTexCoords = aTexCoords;
}
